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-rw-r--r--src/rmodels.c150
1 files changed, 58 insertions, 92 deletions
diff --git a/src/rmodels.c b/src/rmodels.c
index b67c8e69..31b4c574 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -3638,11 +3638,11 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
}
// Draw a billboard
-void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint)
+void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint)
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
- DrawBillboardRec(camera, texture, source, position, (Vector2){ size, size }, tint);
+ DrawBillboardRec(camera, texture, source, position, (Vector2) { scale*fabsf((float)source.width/source.height), scale }, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
@@ -3651,116 +3651,82 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
- DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
+ DrawBillboardPro(camera, texture, source, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint);
}
// Draw a billboard with additional parameters
-// NOTE: Size defines the destination rectangle size, stretching the source texture as required
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
{
- // NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
- Vector2 sizeRatio = { size.x*fabsf((float)source.width/source.height), size.y };
-
+ // Compute the up vector and the right vector
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
Vector3 right = { matView.m0, matView.m4, matView.m8 };
- //Vector3 up = { matView.m1, matView.m5, matView.m9 };
-
- Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
- Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
+ right = Vector3Scale(right, size.x);
+ up = Vector3Scale(up, size.y);
- Vector3 p1 = Vector3Add(rightScaled, upScaled);
- Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
-
- Vector3 topLeft = Vector3Scale(p2, -1);
- Vector3 topRight = p1;
- Vector3 bottomRight = p2;
- Vector3 bottomLeft = Vector3Scale(p1, -1);
+ // Flip the content of the billboard while maintaining the counterclockwise edge rendering order
+ if (size.x < 0.0f)
+ {
+ source.x += size.x;
+ source.width *= -1.0;
+ right = Vector3Negate(right);
+ origin.x *= -1.0f;
+ }
+ if (size.y < 0.0f)
+ {
+ source.y += size.y;
+ source.height *= -1.0;
+ up = Vector3Negate(up);
+ origin.y *= -1.0f;
+ }
- if (rotation != 0.0f)
+ // Draw the texture region described by source on the following rectangle in 3D space:
+ //
+ // size.x <--.
+ // 3 ^---------------------------+ 2 \ rotation
+ // | | /
+ // | |
+ // | origin.x position |
+ // up |.............. | size.y
+ // | . |
+ // | . origin.y |
+ // | . |
+ // 0 +---------------------------> 1
+ // right
+ Vector3 forward;
+ if (rotation != 0.0) forward = Vector3CrossProduct(right, up);
+
+ Vector3 origin3D = Vector3Add(Vector3Scale(Vector3Normalize(right), origin.x), Vector3Scale(Vector3Normalize(up), origin.y));
+
+ Vector3 points[4];
+ points[0] = Vector3Zero();
+ points[1] = right;
+ points[2] = Vector3Add(up, right);
+ points[3] = up;
+
+ for (int i = 0; i < 4; i++)
{
- float sinRotation = sinf(rotation*DEG2RAD);
- float cosRotation = cosf(rotation*DEG2RAD);
-
- // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
- float rotateAboutX = sizeRatio.x*origin.x/2;
- float rotateAboutY = sizeRatio.y*origin.y/2;
-
- float xtvalue, ytvalue;
- float rotatedX, rotatedY;
-
- xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane
- ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY;
- rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin
- rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
- topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates
-
- xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX;
- ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY;
- rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
- rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
- topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
-
- xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX;
- ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY;
- rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
- rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
- bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
-
- xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX;
- ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY;
- rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
- rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
- bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
+ points[i] = Vector3Subtract(points[i], origin3D);
+ if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation * DEG2RAD);
+ points[i] = Vector3Add(points[i], position);
}
- // Translate points to the draw center (position)
- topLeft = Vector3Add(topLeft, position);
- topRight = Vector3Add(topRight, position);
- bottomRight = Vector3Add(bottomRight, position);
- bottomLeft = Vector3Add(bottomLeft, position);
+ Vector2 texcoords[4];
+ texcoords[0] = (Vector2) { (float)source.x/texture.width, (float)(source.y + source.height)/texture.height };
+ texcoords[1] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height };
+ texcoords[2] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)source.y/texture.height };
+ texcoords[3] = (Vector2) { (float)source.x/texture.width, (float)source.y/texture.height };
rlSetTexture(texture.id);
-
rlBegin(RL_QUADS);
- rlColor4ub(tint.r, tint.g, tint.b, tint.a);
- if (sizeRatio.x*sizeRatio.y >= 0.0f)
- {
- // Bottom-left corner for texture and quad
- rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
- rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
-
- // Top-left corner for texture and quad
- rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
- rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
-
- // Top-right corner for texture and quad
- rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
- rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
-
- // Bottom-right corner for texture and quad
- rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
- rlVertex3f(topRight.x, topRight.y, topRight.z);
- }
- else
+ rlColor4ub(tint.r, tint.g, tint.b, tint.a);
+ for (int i = 0; i < 4; i++)
{
- // Reverse vertex order if the size has only one negative dimension
- rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
- rlVertex3f(topRight.x, topRight.y, topRight.z);
-
- rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
- rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
-
- rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
- rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
-
- rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
- rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
+ rlTexCoord2f(texcoords[i].x, texcoords[i].y);
+ rlVertex3f(points[i].x, points[i].y, points[i].z);
}
rlEnd();
-
rlSetTexture(0);
}